Attack
2 x Surging Wave
1 x Force Hammer or Hurl Boulder
Add Acid Ball it is one of your biggest strengths as a druid. Works on Creatures and Constructs (Which rust will not), and is a good preemptive strike before your Force Hammer.
Conjuration
1 x Vine Tree
-
3 x Mana Flower
- Play your strengths 3 mana flowers is solid if a bit action heavy.
- Also remember you don't need to always get that 3rd one out you can sometime book sit it for later.
- You have a heavy creature aggro build that could be a mana save turn.
3 x Tanglevine
-
seems fine
1 x Wall of Thorns
- I would try to get 2 the line of sight blocking can be very important.
2 x Elephant Grass
- I completely understand the 2x Elephant Grasses.
- I think 1x Swamp might also help with your plant Kill Zone setup.
1 x Meredia's Blessing (This is pretty awesome. As a druid you have a lot of living creatures.)
2 x Corrosive OrchidsI think you should look for at least 2 Corrosive Orchids item removal from more than 1 space away is a druid only feature. An on your initiative unless they have an attack or movement spell they are stuck losing an item even through nullify.
2x Corrosive Orchids 4
sbpCarry over +4
sbp Carry over
Creature
2 x Vine Snapper
- For 2
sbp how can you go wrong with these.
2 x Thornlasher
- For 2
sbp how can you go wrong with these.
3 x Steelclaw Grizzly
- Bring on the BEARS!! I really Grizzlies they are so AWESOME!!
1 to 2 x Mountain Ram1 x Woolly Rhinoceros- I have not played with these two I have no real input here
Sorry.
~ Theory Craft idea if Rams are to blow up conjurations maybe run 2 or 3 Rams and flank with them.
2 x Darkfenne Asp
- If your going for the double strike weak combo or just a snake pit with your plant kill zone seems like a nice idea. Low
sbp makes it a nice option.
-1x Woolly Rhinoceros 4
sbp4
sbp gained
1x Mountain Ram 2
sbp4
sbp Carry Over
6
sbp Spent
+2
sbp Carry Over
Enchantment
2 x Eagle Wings
- I get flying Bears
3 x Bear Strength
- I get 7 dice / 9 dice flying bears
2 to 1 x Cheetah Speed- This one is kinda tricky.
- You vine tokens and Tanglevines will keep things locked down. I would run 1x Cheetah Speed for you.
2 x Mongoose Agility- I'm not sure how big a deal elusive is multiple flying / bears kinda win the creature brawl with a few exception which make elusive useless.
- I'd lose these for Wolf Fury
- An tanglevine removes guards
1 x Falcon Precision
- Tanglevines to keep things locked down and restrained.
- Surging Wave takes away defenses and guards completely with Slam for 5 mana also.
2 x Rust
- Great all around spell for nullify breaking and armor removal
1 x Lion Savagery- I'd lose the Lion Savagery and get another bear strength
- Rajan's Fury is an option if you want more dice and it affects all your creatures.
2 x Nullify
- Staple
3 x Regrowth
- This is normally kinda heavy on the regrowth side but you want it for your bears so I understand here.
- Silverclaw is a big fan of Iguana Regrowth which might also do well for such large HP creatures.
3 x Rhino Hide
- Solid
1 x Barkskin
- YEAH!
1 to 2 x Enchantment Transfusion- Lose the Chant of Rage add 1 more of these
1 x Chant of Rage- I think these two points could be better spent
1 to 3 x Wolf Fury- I would run this over Lion Savagery
-2 x Mongoose Agility 2
sbp-1 x Lion Savagery 1
sbp-1 x Chant of Rage 2
sbp-1 x Cheetah Speed 1
6
sbp gained
1 to 3 x Wolf Fury 2
sbp1 Enchantment Transfusion 2
sbp+2
sbp Carry Over
6
sbp spent
0
sbp Carry over
Equipment
1 x Chitin Armor
- Unlike bearskin does something for a druid.
1 x Mage Wand
- Staple
1 x Elemental Wand- Keeps the surging waves coming and boulders
1 x Elemental Cloak- An elemental wand will serve your much better if you are not going to use your staff.
- Also one reason to move to hurl boulder over force hammer but that is preference.
1 x Wand of Healing- For what it does it is worth an action?
1 x Enchanter's Ring
- Solid
1 x Druid's Leaf Ring- Count up your plant spells.
- The mana you save hardly seems worth the
sbp+ One slight counter here is if you like to recast Barkskin it saves your 1 mana on reveal but that is still 3 mana so you maybe should have left it on.
-1 x Elemental Cloak 2
sbp-1 x Wand of Healing 2
sbp-1 x Druid's Leaf Ring 1
sbp5
sbp gained
1x Elemental Wand 4
4
sbp spent
-1
sbp Carry over
Incantation
4 x Dissolve
- It is your strength
2 x Seeking Dispel- Preference I didn't play with these I would just take more Rust
- If your playing to remove nullify rust does it and costs them 2 mana to activate the nullify, else it is a guessing game and an action.
4 to 3 x Dispel- I think you will be ok with 3 of these.
- You also have a mage wand
1 x Teleport
2 x Force Push
- This is enough for the Wall of Thorns 20 dice push combo
- It is a good combo to have available
2 x Lesser Teleport
1 x Purify
-1 x Dispel 2
sbp-2 x Seeking Dispel 4
sbp-1
sbp Carry Over
7
sbp gained
So we have saved 7 Points
3x Burst of Thorns 3
sbp- You will want access to the bleeds these can provide.
- They also hit flying.
- You could run 4 of these and swap out 1 Surging Wave.
2x Acid Balls 2
sbp1x Geyser 1
sbp1x Surging wave 1
sbp7
sbp Spent
You have no rain cloud but this book can run without the tree.
If you want to really protect your tree you can drop a bear and a grass for a Guardian Angel. Who also swings 5 dice while flying, and has a self heal with bear strength, and a built in evade, and Aegis.. darn those efficient angels.. and intercept.